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HW Assignments:
  [Hw1]  [Hw2]  [Hw3]
  [Hw4]  [Hw5]  [Quizzes]

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HW#3 --- last modified February 07 2019 04:26:26..

Solution set.

Due date: Mar 21

Files to be submitted:
  Hw3.zip

Purpose: To experiment with terrain generation, sampling techniques, and Bezier Patches.

Related Course Outcomes:

The main course outcomes covered by this assignment are:

LO2 -- Be able to implement algorithms for generating Bezier splines and B-splines.

LO4 -- Be able to draw a scene using various texture mapping techniques such as a basic texture map, a normal map, a cube map, or projector map.

LO5 -- Be able to code a scene that makes use of a fractal or iterated function system.

Specification:

CS 216 students will do the assignment described below and in addition look up the following papers in the library, read it and write a 1 page summary of what they got out of it. This should be put in the file Hw3.pdf which you include in your project ZIP file.

Cook, Robert L. Stochastic sampling in computer graphics. ACM Transactions on Graphics (TOG) Volume 5 Issue 1. Jan. 1986. Pages 51--72.

For both the CS116b and CS216 students, I want you to create an SDL project which draws a lunar scene. The viewpoint should be directly toward the origin and set up 10 units from the origin in the positive z-axis and 2 units up in the y-direction. On the left hand, right hand, and back of the scene, I want you to generate mountains using Perlin noise and use Bezier patches to draw this terrain smoothly. In the center of the scene you should see a smooth planar ground with with a crater texture on it. Resting at the origin of the scene, should be a lunar lander. Hitting the space bar should start a 5 second animation where the lander takes off, goes up a little, and lands back down. The texture for the ground should be applied with an oversampling. Submit this project in Hw3.zip. You should with your project a readme.txt listing the group members, their ids, and were to find stuff in your code that illustrates each of the above coding things can be found in your project sources.

Point Breakdown

Code contributed to existing project is well-documented and follows the SJSU CS Department guidelines for C++ (Undergrad version) (1.5pt). Paper summary (Grad Version) (1.5pt) Readme.tx (0.5pts) 2pts
Perlin noise terrain2pts
Terrain drawn using Bezier Patch, glMap2* functions etc.2pts
Crater texture map on flat ground1pt
Oversampling used to draw texture1pt
Lunar lander initially draw at origin1pt
Hitting space bar animates as described above1pt
Total10pts